diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -136,7 +136,7 @@ void ClientNetworkEmergencySave() if (!_networking) return; const char *filename = "netsave.sav"; - DEBUG(net, 3, "Performing emergency save: %s", filename); + Debug(net, 3, "Performing emergency save: {}", filename); SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false); } @@ -173,7 +173,7 @@ NetworkRecvStatus ClientNetworkGameSocke */ if (this->sock == INVALID_SOCKET) return status; - DEBUG(net, 3, "Closed client connection %d", this->client_id); + Debug(net, 3, "Closed client connection {}", this->client_id); this->SendPackets(true); @@ -285,8 +285,8 @@ void ClientNetworkGameSocketHandler::Cli if (_sync_seed_1 != _random.state[0]) { #endif ShowNetworkError(STR_NETWORK_ERROR_DESYNC); - DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract); - DEBUG(net, 0, "Sync error detected"); + Debug(desync, 1, "sync_err: {:08x}; {:02x}", _date, _date_fract); + Debug(net, 0, "Sync error detected"); my_client->ClientError(NETWORK_RECV_STATUS_DESYNC); return false; } @@ -301,7 +301,7 @@ void ClientNetworkGameSocketHandler::Cli _sync_frame = 0; } else if (_sync_frame < _frame_counter) { - DEBUG(net, 1, "Missed frame for sync-test: %d / %d", _sync_frame, _frame_counter); + Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter); _sync_frame = 0; } } @@ -777,7 +777,7 @@ NetworkRecvStatus ClientNetworkGameSocke /* We do not know this GRF, bail out of initialization */ char buf[sizeof(c.md5sum) * 2 + 1]; md5sumToString(buf, lastof(buf), c.md5sum); - DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf); + Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), buf); ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH; } } @@ -974,13 +974,13 @@ NetworkRecvStatus ClientNetworkGameSocke /* Receive the token. */ if (p->CanReadFromPacket(sizeof(uint8))) this->token = p->Recv_uint8(); - DEBUG(net, 7, "Received FRAME %d", _frame_counter_server); + Debug(net, 7, "Received FRAME {}", _frame_counter_server); /* Let the server know that we received this frame correctly * We do this only once per day, to save some bandwidth ;) */ if (!_network_first_time && last_ack_frame < _frame_counter) { last_ack_frame = _frame_counter + DAY_TICKS; - DEBUG(net, 7, "Sent ACK at %d", _frame_counter); + Debug(net, 7, "Sent ACK at {}", _frame_counter); SendAck(); } @@ -1096,7 +1096,7 @@ NetworkRecvStatus ClientNetworkGameSocke NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING); delete ci; } else { - DEBUG(net, 1, "Unknown client (%d) is leaving the game", client_id); + Debug(net, 1, "Unknown client ({}) is leaving the game", client_id); } InvalidateWindowData(WC_CLIENT_LIST, 0); @@ -1175,7 +1175,7 @@ NetworkRecvStatus ClientNetworkGameSocke if (client_id == 0) { /* definitely an invalid client id, debug message and do nothing. */ - DEBUG(net, 1, "Received invalid client index = 0"); + Debug(net, 1, "Received invalid client index = 0"); return NETWORK_RECV_STATUS_MALFORMED_PACKET; }